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webgl_postprocessing_advanced.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl postprocessing example<br/>
  12. <a href="https://casual-effects.com/data/" target="_blank" rel="noopener">Lee Perry-Smith</a> head
  13. </div>
  14. <div id="container"></div>
  15. <script type="importmap">
  16. {
  17. "imports": {
  18. "three": "../build/three.module.js",
  19. "three/addons/": "./jsm/"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import Stats from 'three/addons/libs/stats.module.js';
  26. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  27. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  28. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  29. import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
  30. import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
  31. import { DotScreenPass } from 'three/addons/postprocessing/DotScreenPass.js';
  32. import { MaskPass, ClearMaskPass } from 'three/addons/postprocessing/MaskPass.js';
  33. import { TexturePass } from 'three/addons/postprocessing/TexturePass.js';
  34. import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
  35. import { ColorifyShader } from 'three/addons/shaders/ColorifyShader.js';
  36. import { HorizontalBlurShader } from 'three/addons/shaders/HorizontalBlurShader.js';
  37. import { VerticalBlurShader } from 'three/addons/shaders/VerticalBlurShader.js';
  38. import { SepiaShader } from 'three/addons/shaders/SepiaShader.js';
  39. import { VignetteShader } from 'three/addons/shaders/VignetteShader.js';
  40. import { GammaCorrectionShader } from 'three/addons/shaders/GammaCorrectionShader.js';
  41. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  42. let container, stats;
  43. let composerScene, composer1, composer2, composer3, composer4;
  44. let cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  45. const width = window.innerWidth || 2;
  46. const height = window.innerHeight || 2;
  47. let halfWidth = width / 2;
  48. let halfHeight = height / 2;
  49. let quadBG, quadMask, renderScene;
  50. const delta = 0.01;
  51. init();
  52. function init() {
  53. container = document.getElementById( 'container' );
  54. //
  55. cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
  56. cameraOrtho.position.z = 100;
  57. cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
  58. cameraPerspective.position.z = 900;
  59. //
  60. sceneModel = new THREE.Scene();
  61. sceneBG = new THREE.Scene();
  62. //
  63. directionalLight = new THREE.DirectionalLight( 0xffffff, 3 );
  64. directionalLight.position.set( 0, - 0.1, 1 ).normalize();
  65. sceneModel.add( directionalLight );
  66. const loader = new GLTFLoader();
  67. loader.load( 'models/gltf/LeePerrySmith/LeePerrySmith.glb', function ( gltf ) {
  68. createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );
  69. } );
  70. //
  71. const diffuseMap = new THREE.TextureLoader().load( 'textures/cube/SwedishRoyalCastle/pz.jpg' );
  72. diffuseMap.colorSpace = THREE.SRGBColorSpace;
  73. const materialColor = new THREE.MeshBasicMaterial( {
  74. map: diffuseMap,
  75. depthTest: false
  76. } );
  77. quadBG = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), materialColor );
  78. quadBG.position.z = - 500;
  79. quadBG.scale.set( width, height, 1 );
  80. sceneBG.add( quadBG );
  81. //
  82. const sceneMask = new THREE.Scene();
  83. quadMask = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  84. quadMask.position.z = - 300;
  85. quadMask.scale.set( width / 2, height / 2, 1 );
  86. sceneMask.add( quadMask );
  87. //
  88. renderer = new THREE.WebGLRenderer();
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( width, height );
  91. renderer.setAnimationLoop( animate );
  92. renderer.autoClear = false;
  93. //
  94. container.appendChild( renderer.domElement );
  95. //
  96. stats = new Stats();
  97. container.appendChild( stats.dom );
  98. //
  99. const shaderBleach = BleachBypassShader;
  100. const shaderSepia = SepiaShader;
  101. const shaderVignette = VignetteShader;
  102. const effectBleach = new ShaderPass( shaderBleach );
  103. const effectSepia = new ShaderPass( shaderSepia );
  104. const effectVignette = new ShaderPass( shaderVignette );
  105. const gammaCorrection = new ShaderPass( GammaCorrectionShader );
  106. effectBleach.uniforms[ 'opacity' ].value = 0.95;
  107. effectSepia.uniforms[ 'amount' ].value = 0.9;
  108. effectVignette.uniforms[ 'offset' ].value = 0.95;
  109. effectVignette.uniforms[ 'darkness' ].value = 1.6;
  110. const effectBloom = new BloomPass( 0.5 );
  111. const effectFilm = new FilmPass( 0.35 );
  112. const effectFilmBW = new FilmPass( 0.35, true );
  113. const effectDotScreen = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  114. const effectHBlur = new ShaderPass( HorizontalBlurShader );
  115. const effectVBlur = new ShaderPass( VerticalBlurShader );
  116. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  117. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  118. const effectColorify1 = new ShaderPass( ColorifyShader );
  119. const effectColorify2 = new ShaderPass( ColorifyShader );
  120. effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );
  121. effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );
  122. const clearMask = new ClearMaskPass();
  123. const renderMask = new MaskPass( sceneModel, cameraPerspective );
  124. const renderMaskInverse = new MaskPass( sceneModel, cameraPerspective );
  125. renderMaskInverse.inverse = true;
  126. //
  127. const rtParameters = {
  128. stencilBuffer: true
  129. };
  130. const rtWidth = width / 2;
  131. const rtHeight = height / 2;
  132. //
  133. const renderBackground = new RenderPass( sceneBG, cameraOrtho );
  134. const renderModel = new RenderPass( sceneModel, cameraPerspective );
  135. renderModel.clear = false;
  136. composerScene = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  137. composerScene.addPass( renderBackground );
  138. composerScene.addPass( renderModel );
  139. composerScene.addPass( renderMaskInverse );
  140. composerScene.addPass( effectHBlur );
  141. composerScene.addPass( effectVBlur );
  142. composerScene.addPass( clearMask );
  143. //
  144. renderScene = new TexturePass( composerScene.renderTarget2.texture );
  145. //
  146. composer1 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  147. composer1.addPass( renderScene );
  148. composer1.addPass( gammaCorrection );
  149. composer1.addPass( effectFilmBW );
  150. composer1.addPass( effectVignette );
  151. //
  152. composer2 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  153. composer2.addPass( renderScene );
  154. composer2.addPass( gammaCorrection );
  155. composer2.addPass( effectDotScreen );
  156. composer2.addPass( renderMask );
  157. composer2.addPass( effectColorify1 );
  158. composer2.addPass( clearMask );
  159. composer2.addPass( renderMaskInverse );
  160. composer2.addPass( effectColorify2 );
  161. composer2.addPass( clearMask );
  162. composer2.addPass( effectVignette );
  163. //
  164. composer3 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  165. composer3.addPass( renderScene );
  166. composer3.addPass( gammaCorrection );
  167. composer3.addPass( effectSepia );
  168. composer3.addPass( effectFilm );
  169. composer3.addPass( effectVignette );
  170. //
  171. composer4 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  172. composer4.addPass( renderScene );
  173. composer4.addPass( gammaCorrection );
  174. composer4.addPass( effectBloom );
  175. composer4.addPass( effectFilm );
  176. composer4.addPass( effectBleach );
  177. composer4.addPass( effectVignette );
  178. renderScene.uniforms[ 'tDiffuse' ].value = composerScene.renderTarget2.texture;
  179. window.addEventListener( 'resize', onWindowResize );
  180. }
  181. function onWindowResize() {
  182. halfWidth = window.innerWidth / 2;
  183. halfHeight = window.innerHeight / 2;
  184. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  185. cameraPerspective.updateProjectionMatrix();
  186. cameraOrtho.left = - halfWidth;
  187. cameraOrtho.right = halfWidth;
  188. cameraOrtho.top = halfHeight;
  189. cameraOrtho.bottom = - halfHeight;
  190. cameraOrtho.updateProjectionMatrix();
  191. renderer.setSize( window.innerWidth, window.innerHeight );
  192. composerScene.setSize( halfWidth * 2, halfHeight * 2 );
  193. composer1.setSize( halfWidth, halfHeight );
  194. composer2.setSize( halfWidth, halfHeight );
  195. composer3.setSize( halfWidth, halfHeight );
  196. composer4.setSize( halfWidth, halfHeight );
  197. renderScene.uniforms[ 'tDiffuse' ].value = composerScene.renderTarget2.texture;
  198. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  199. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  200. }
  201. function createMesh( geometry, scene, scale ) {
  202. const diffuseMap = new THREE.TextureLoader().load( 'models/gltf/LeePerrySmith/Map-COL.jpg' );
  203. diffuseMap.colorSpace = THREE.SRGBColorSpace;
  204. const mat2 = new THREE.MeshPhongMaterial( {
  205. color: 0xcbcbcb,
  206. specular: 0x080808,
  207. shininess: 20,
  208. map: diffuseMap,
  209. normalMap: new THREE.TextureLoader().load( 'models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg' ),
  210. normalScale: new THREE.Vector2( 0.75, 0.75 )
  211. } );
  212. mesh = new THREE.Mesh( geometry, mat2 );
  213. mesh.position.set( 0, - 50, 0 );
  214. mesh.scale.set( scale, scale, scale );
  215. scene.add( mesh );
  216. }
  217. //
  218. function animate() {
  219. stats.begin();
  220. render();
  221. stats.end();
  222. }
  223. function render() {
  224. const time = Date.now() * 0.0004;
  225. if ( mesh ) mesh.rotation.y = - time;
  226. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  227. composerScene.render( delta );
  228. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  229. composer1.render( delta );
  230. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  231. composer2.render( delta );
  232. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  233. composer3.render( delta );
  234. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  235. composer4.render( delta );
  236. }
  237. </script>
  238. </body>
  239. </html>